<- Return to All Rules (Group by Source)
<- Return to Pursuit Advantages

All Rules in Pursuit Advantages

+ An entry marked with this has additional sections within it.

Sample Advantages

Source Ultimate Intrigue pg. 146
The following advantages are just a sample of those possible. Each advantage lists the terrains most likely to allow it, though there are certainly exceptions. Customize the selected advantage to fit the particulars of the situation. It is possible to choose more than one of the same category of advantage for the same terrain tile (for instance, a jungle with multiple know the terrain advantages might require different Knowledge [nature] DCs).

Climbing Lead (Hill or Mountain): A character can attempt a Climb check to ascend ahead of the others with a rope to help his allies navigate the worst of the area. The DC varies based on the difficulty of climbing.

Craft or Modify Tools (Any): A character can attempt a Craft check to fashion or modify specialized tools (such as footwear to travel over icy surfaces). Unlike normal, attempting to gain this advantage requires the character to spend 1 pursuit phase without moving per check she attempts. This either reduces the group’s progress to 0 or requires her to split up and catch up later (see the split up tactic). Once she has succeeded once per character, the advantage applies for the rest of the current tile, without further action on her part, unless the situation changes enough that she needs to modify the tools again. The DC varies based on the complexity of the gear, though it is typically 15 (for a high-quality item). If the character is modifying similar items to what she needs rather than crafting brand-new ones, she can attempt two checks for each phase she doesn’t move.

Crowd Control (Urban): A character can attempt an Intimidate check to thin the crowds, making it easier for the group to progress. The DC depends on the composition and size of the crowd.

Evade Hazards (Any): A character can attempt a Survival check to recognize hazards and rough areas and ensure that the group skirts around them when possible. The DC varies depending on how devious or hidden the hazards might be.

Fancy Footwork (Any): A character can attempt an Acrobatics check to help balance over an icy or wet area, leap over quicksand or rooftops, or otherwise move more rapidly. By using ropes, finding a safe path, or otherwise leading the way, the character helps her allies move faster as well. The DC varies depending on how treacherous the footing is.

Know the Area (Any): A character can attempt a Knowledge (geography) check to allow the characters to exploit nearby useful terrain features that he remembers while avoiding dangerous or obstructive features. The DC varies based on the feature’s obscurity.

Know the Terrain (Any): A character can attempt an appropriate Knowledge check (usually nature, but dungeoneering underground, local in an urban environment, and planes in a planar environment) to deduce something about the current terrain that gives her group an advantage. The DC varies based on the particulars of the deduction.

Notice Shortcut (Any): A character can attempt a Perception check to notice a shortcut or other hidden feature that grants an advantage. This advantage is not as helpful for pursuers in a direct pursuit unless they split up or deduce a point where they are sure to intersect the quarries’ trail.

Professional Opinion (Any): A character with a relevant profession might be able to grant the party a significant advantage in a pursuit. For instance, in a pursuit through a mine, a character can attempt a Profession (miner) check to learn about the mine’s layout based on markings or other indicators the miners left for their colleagues.

Tight Squeeze (Underground): A character can attempt an Escape Artist check to fit more quickly and easily through narrow tunnels. This allows her to scout ahead to find more direct passages, set explosives to open up passages, or otherwise clear the way for allies. The DC varies depending on how tight the squeeze is.